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Snaehild

WoE Disabled but still initiating

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Hi, i'm using Euphy's WoE controller and haven't enabled WoE yet.

 

OUAEAmQ.jpg

 

Also disabled the following already:

 

//npc: npc/guild/agit_controller.txt
//npc: npc/guild2/agit_start_se.txt

But still a WoE session, second edition to be specific started out of the blue this morning. Am I missing something?

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I believe only the agit_main_se.txt have it, which is untouched.

 

//===== Hercules Script ======================================//= War of Emperium SE - Template File//===== By: ==================================================//= Euphy//===== Current Version: =====================================//= 1.4a//===== Description: =========================================//= Like agit_main, this file is required//= for SE castles to function.//===== Additional Comments: =================================//= 0.x Previous authors: L0ne_W0lf, Zephyrus, Brian.//= 1.0 If anything breaks, blame Maki. [Euphy]//= 1.1 Fixed an incorrect label execution. [Euphy]//= 1.2 Hopefully fixed a processing error. [Euphy]//= 1.3 Fixed barricade issue in schg_cas02. [Cookie]//= 1.4 Added OnGuildBreak event and a spawn check. [Euphy]//= 1.4a Fixed Guardian Stone respawns. [Euphy]//============================================================// Core, triggers all other events//============================================================-	script	Manager#template	-1,{OnAgitInit2:OnRecvCastle2:	if (strnpcinfo(2) == "template") end;	if (!getcastledata(strnpcinfo(2),1)) {		donpcevent strnpcinfo(0)+"::OnStart";		// Monster spawns are identical for all castles.		monster strnpcinfo(2),0,0,"Evil Druid",1117,10;		monster strnpcinfo(2),0,0,"Khalitzburg",1132,4;		monster strnpcinfo(2),0,0,"Abysmal Knight",1219,3;		monster strnpcinfo(2),0,0,"Executioner",1205,1;		monster strnpcinfo(2),0,0,"Penomena",1216,10;		monster strnpcinfo(2),0,0,"Alarm",1193,18;		monster strnpcinfo(2),0,0,"Clock",1269,9;		monster strnpcinfo(2),0,0,"Raydric Archer",1276,12;		monster strnpcinfo(2),0,0,"Wanderer",1208,3;		monster strnpcinfo(2),0,0,"Alice",1275,1;		monster strnpcinfo(2),0,0,"Bloody Knight",1268,2;		monster strnpcinfo(2),0,0,"Dark Lord",1272,2;		monster strnpcinfo(2),0,0,"Tower Keeper",1270,4;	}	if (getcastledata(strnpcinfo(2),9) < 1)		disablenpc "Kafra Employee#"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);	end;OnAgitStart2:	if (strnpcinfo(2) == "template") end;	if (agitcheck2()) {		maprespawnguildid strnpcinfo(2),getcastledata(strnpcinfo(2),1),2;		gvgon strnpcinfo(2);		donpcevent strnpcinfo(0)+"::OnStart";	}	else for(set .@i,0; .@i<4; set .@i,.@i+1)		donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnDisable";	end;OnAgitEnd2:	if (strnpcinfo(2) == "template") end;	gvgoff strnpcinfo(2);	if (getcastledata(strnpcinfo(2),1)) {		set .@str$,substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);		killmonster strnpcinfo(2),"Steward#"+.@str$+"::OnStartArena";		donpcevent strnpcinfo(0)+"::OnReset";		donpcevent "Steward#"+.@str$+"::OnStop";	}	end;OnGuildBreak:	if (strnpcinfo(2) == "template") end;	killmonster strnpcinfo(2),"gard1#"+strnpcinfo(2)+"::OnGuardianDied";	killmonster strnpcinfo(2),"gard2#"+strnpcinfo(2)+"::OnGuardianDied";	disablenpc "Kafra Employee#"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);	setcastledata strnpcinfo(2),1,0;	sleep 7000;	announce "Guild Base ["+getcastlename(strnpcinfo(2))+"] has been abandoned.",0;	donpcevent strnpcinfo(0)+"::OnRecvCastle2";	end;OnStart:	// $agit_ar0x[] - $agit_sc0x[]	// 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians	// Settings for all but Summon Guardians: 0 = Okay | 1 = Destroyed | 2 = Repairing	// Summon Guardians: 0 = Do not Summon | 1 = Summon	if (getcastledata(strnpcinfo(2),1)) {		setarray getd("$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"[0]"),0,0,0,0,0,0;		donpcevent "df1#"+strnpcinfo(2)+"::OnEnable";		donpcevent "df2#"+strnpcinfo(2)+"::OnEnable";		for(set .@i,0; .@i<4; set .@i,.@i+1)			donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnEnable";	}OnEmpSpawn:	set .@str$, substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);	if (mobcount(strnpcinfo(2),"Steward#"+.@str$+"::OnStartArena")) end;	if (compare(strnpcinfo(2),"arug")) {		if (strnpcinfo(2) == "arug_cas01") setarray .@i[0],87,219;		else if (strnpcinfo(2) == "arug_cas02") setarray .@i[0],89,256;		else setarray .@i[0],141,293;	// Castles 3,4,5 are identical.	}	else {		if (strnpcinfo(2) == "schg_cas02") setarray .@i[0],162,193;		else if (strnpcinfo(2) == "schg_cas03") setarray .@i[0],338,202;		else setarray .@i[0],120,272;	// Castles 1,4,5 are identical.	}	monster strnpcinfo(2),.@i[0],.@i[1],"Emperium",1288,1,"Steward#"+.@str$+"::OnStartArena";	end;OnReset:	set .@str$, substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);	donpcevent "df1#"+strnpcinfo(2)+"::OnDisable";	donpcevent "df2#"+strnpcinfo(2)+"::OnDisable";	donpcevent "gard1#"+strnpcinfo(2)+"::OnReset";	donpcevent "gard2#"+strnpcinfo(2)+"::OnReset";	donpcevent "1st Guardian Stone#"+.@str$+"::OnDisable";	donpcevent "2nd Guardian Stone#"+.@str$+"::OnDisable";	for(set .@i,1; .@i<4; set .@i,.@i+1)		donpcevent "Control Device0"+.@i+"#"+.@str$+"::OnDisable";	for(set .@i,0; .@i<4; set .@i,.@i+1)		donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnDisable";	if (agitcheck2())		setarray getd("$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"[0]"),0,0,1,1,1,0;	end;OnChange:	set .@str$, substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);	setarray getd("$agit_"+.@str$+"[0]"),2,2,1,1,2,0;	donpcevent strnpcinfo(0)+"::OnEmpSpawn";	donpcevent "Control Device03#"+.@str$+"::OnEnable";	donpcevent "1st Guardian Stone#"+.@str$+"::OnEnable";	donpcevent "2nd Guardian Stone#"+.@str$+"::OnEnable";	end;OnClock0001:	// Spawn Treasure Chests based on castle economy.	if (strnpcinfo(2) == "template") end;	if (!getcastledata(strnpcinfo(2),1)) end;	killmonster strnpcinfo(2),strnpcinfo(0)+"::OnTreasureDied";	if (getcastledata(strnpcinfo(2),4)) {		set .@Economy,getcastledata(strnpcinfo(2),2);		setcastledata strnpcinfo(2),2,.@Economy+getcastledata(strnpcinfo(2),4)+(rand(2) && getgdskilllv(getcastledata(strnpcinfo(2),1),10014));		if (getcastledata(strnpcinfo(2),2) > 100) setcastledata strnpcinfo(2),2,100;		setcastledata strnpcinfo(2),4,0;	}	if (getcastledata(strnpcinfo(2),5)) {		set .@defence,getcastledata(strnpcinfo(2),3);		setcastledata strnpcinfo(2),3,.@defence+getcastledata(strnpcinfo(2),5);		if (getcastledata(strnpcinfo(2),3) > 100) setcastledata strnpcinfo(2),3,100;		setcastledata strnpcinfo(2),5,0;	}	set .@Treasure,getcastledata(strnpcinfo(2),2)/5+4;	if (!.@Treasure) end;	freeloop(1);	if (compare(strnpcinfo(2),"arug")) {		if (strnpcinfo(2) == "arug_cas01") {			set .@treasurebox,1943;			setarray .@treasurex[0],251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258;			setarray .@treasurey[0],369,369,369,369,368,368,368,368,367,367,367,367,366,366,366,366,365,365,365,365,364,364,364,364;		}		else if (strnpcinfo(2) == "arug_cas02") {			set .@treasurebox,1944;			setarray .@treasurex[0],382,383,384,385,386,387,384,385,386,387,388,389,382,383,384,385,386,387,384,385,386,387,388,389;			setarray .@treasurey[0],231,231,231,231,231,231,230,230,230,230,230,230,225,225,225,225,225,225,224,224,224,224,224,224;		}		else { 	// Castles 3,4,5 are identical, except 4's treasure.			set .@treasurebox,(strnpcinfo(2) == "arug_cas04")?1946:1945;			setarray .@treasurex[0],291,292,293,294,295,296,293,294,295,296,297,298,291,292,293,294,295,296,293,294,295,296,297,298;			setarray .@treasurey[0],276,276,276,276,276,276,274,274,274,274,274,274,272,272,272,272,272,272,269,269,269,269,269,269;		}	}	else {		if (strnpcinfo(2) == "schg_cas02") {			set .@treasurebox,1939;			setarray .@treasurex[0],249,250,251,252,253,246,247,248,249,250,250,251,252,253,246,247,248,249,250,249,250,251,252,253;			setarray .@treasurey[0],378,378,378,378,378,376,376,376,376,376,374,374,374,374,372,372,372,372,372,370,370,370,370,370;		}		else if (strnpcinfo(2) == "schg_cas03") {			set .@treasurebox,1940;			setarray .@treasurex[0],189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194;			setarray .@treasurey[0], 21, 21, 21, 21, 21, 21, 19, 19, 19, 19, 19, 19, 17, 17, 17, 17, 17, 17, 15, 15, 15, 15, 15, 15;		}		else {	// Castles 1,4,5 are identical, except treasures.			if (strnpcinfo(2) == "schg_cas01") set .@treasurebox,1938;			else if (strnpcinfo(2) == "schg_cas04") set .@treasurebox,1941;			else set .@treasurebox,1942;			setarray .@treasurex[0],388,388,388,387,386,385,384,384,384,384,384,384,385,386,387,388,389,390,390,390,389,388,387,386;			setarray .@treasurey[0],388,389,390,390,390,390,389,388,387,386,385,384,384,384,384,384,384,384,385,386,386,386,386,386;		}	}	for(set .@i,0; .@i<4; set .@i,.@i+1)		monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(0)+"::OnTreasureDied";	for(set .@i,4; .@i<24; set .@i,.@i+1) {		if (.@Treasure < .@i+1) break;		monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(0)+"::OnTreasureDied";	}	freeloop(0);	end;OnTreasureDied:	end;}// Guild Manager//============================================================-	script	Steward#template	-1,{	set .@GID, getcastledata(strnpcinfo(4),1);	if (!.@GID) {		mes "[ Steward ]";		mes "I await for the master";		mes "whom destiny will choose";		mes "for me. Do you think you";		mes "have to courage and strength";		mes "to conquer this stronghold?";		close;	}	if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {		mes "[ Steward ]";		mes "Hmpf. Your threats don't";		mes "scare me! Guardians, drive";		mes "this infidel away from here!";		mes "I will always be loyal to the";		mes "master of this stronghold,";		mes "the one and only ^FF0000"+getguildmaster(.@GID)+"^000000.";		close;	}	mes "[ Steward ]";	mes "Ah, Master ^FF0000"+getguildmaster(.@GID)+"^000000...";	mes "How shall I serve you today?";	mes "Was there an aspect of this";	mes "stronghold's maintenance";	mes "you wanted to discuss?";	next;	switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {	case 1:		mes "[ Steward ]";		mes "The Commercial Growth";		mes "Level of the stronghold is ^0000ff"+getcastledata(strnpcinfo(4),2)+".";		if (getcastledata(strnpcinfo(4),4) > 0) {			mes "Last time, you invested in";			mes "Commercial Growth "+getcastledata(strnpcinfo(4),4)+".";		}		next;		mes "[ Steward ]";		mes "Our stronghold's";		mes "safeguard level is "+getcastledata(strnpcinfo(4),3)+".";		if (getcastledata(strnpcinfo(4),5) > 0) {			mes "Last time, you invested";			mes "in defense "+getcastledata(strnpcinfo(4),5)+" times.";		}		mes " ";		mes "That is all, master.";		close;	case 2:		set .@Economy,getcastledata(strnpcinfo(4),2);		setarray .@cost[0],5000,10000,20000,35000,55000,80000,110000,145000,185000,230000,280000,335000,395000,460000,530000,605000,685000,770000,860000,955000;		set .@j,0;		for(set .@i,6; .@i<101; set .@i,.@i+5) {			if (.@Economy < .@i) {				set .@eco_invest,.@cost[.@j];				break;			}			set .@j, .@j+1;		}		// Quadruple the cost of investing if you've already invested once.		if (getcastledata(strnpcinfo(4),4)) set .@eco_invest,.@eco_invest*4;		mes "[ Steward ]";		mes "Raising the stronghold's";		mes "commercial growth will";		mes "increase the quantity of";		mes "goods produced for the guild.";		mes "Investing in commercial growth";		mes "will help the guild's future.";		next;		mes "[ Steward ]";		mes "You can make one investment";		mes "each day, but if you can make";		mes "two investments if you pay";		mes "more Zeny: this will speed";		mes "up commercial development,";		mes "but can be quite expensive.";		next;		if (.@Economy == 100) {			mes "[ Steward ]";			mes "However, our stronghold's";			mes "commerical growth level is";			mes "at 100%. It's not possible to";			mes "develop commercial growth";			mes "any further than that.";			close;		}		if (getcastledata(strnpcinfo(4),4) >= 2) {			mes "[ Steward ]";			mes "You've already made two";			mes "investments today, so you'll";			mes "have to wait until tomorrow";			mes "to make another investment.";			close;		}		if (getcastledata(strnpcinfo(4),4) == 0) {			mes "[ Steward ]";			mes "You must pay ^FF0000"+.@eco_invest+"^000000 Zeny";			mes "to make an investment";			mes "Will you invest in this";			mes "stronghold's commerical";			mes "development now?";		}		else {			mes "[ Steward ]";			mes "You must pay ^FF0000"+.@eco_invest+"^000000";			mes "more Zeny to make a second";			mes "investment today. Will you";			mes "invest one more time?";		}		next;		switch(select("Invest in Commercial Growth:Cancel")) {		case 1:			if (getcastledata(strnpcinfo(4),4) >= 2) {				mes "[ Steward ]";				mes "You've already made two";				mes "investments today, so you'll";				mes "have to wait until tomorrow";				mes "to make another investment.";				close;			}			if (Zeny < .@eco_invest) {				mes "[ Steward ]";				mes "I'm sorry, Master, but";				mes "you do not have enough";				mes "Zeny to make an investment";				mes "for the guild today.";				close;			}			Zeny -= .@eco_invest;			setcastledata strnpcinfo(4),4,getcastledata(strnpcinfo(4),4)+1;			mes "[ Steward ]";			mes "A wise use of the guild's";			mes "funds, Master. We can expect";			mes "to see the results of this";			mes "investment by tomorrow.";			close;		case 2:			mes "[ Steward ]";			mes "As you command, Master.";			close;		}	case 3:		set .@defence,getcastledata(strnpcinfo(4),3);		setarray .@cost[0],10000,20000,40000,70000,110000,160000,220000,290000,370000,460000,560000,670000,790000,920000,1060000,1210000,1370000,1540000,1720000,1910000;		set .@j,0;		for(set .@i,6; .@i<101; set .@i,.@i+5) {			if (.@defence < .@i) {				set .@def_invest,.@cost[.@j];				break;			}			set .@j, .@j+1;		}		// Quadruple the cost of investing if you've already invested once.		if (getcastledata(strnpcinfo(4),5)) set .@def_invest,.@def_invest*4;		mes "[ Steward ]";		mes "Investing in our stronghold's";		mes "defense will enhance the";		mes "durability of our Guardians";		mes "and the Emperium. We'll need";		mes "every advantage to protect";		mes "ourselves from our enemies.";		next;		mes "[ Steward ]";		mes "You can invest in defense";		mes "once per day, but if you pay";		mes "more Zeny, you can invest";		mes "a maximum of two times daily.";		next;		mes "[ Steward ]";		if (getcastledata(strnpcinfo(4),3) == 100) {			mes "The Defense Level of this";			mes "stronghold is 100%, and";			mes "cannot be increased further.";			close;		}		if (getcastledata(strnpcinfo(4),5) >= 2) {			mes "Master, you've already";			mes "invested in Defense twice";			mes "today. You'll need to wait";			mes "until tomorrow if you really";			mes "want to increase our defenses.";			close;		}		if (getcastledata(strnpcinfo(4),5) == 0) {			mes "We need ^FF0000"+.@def_invest+"^000000";			mes "Zeny to invest in our";			mes "stronghold's defenses.";			mes "Will you invest now?";		}		else {			mes "We need ^FF0000"+.@def_invest+"^000000";			mes "Zeny to invest in our";			mes "stronghold's defenses";			mes "a second time today.";			mes "Will you invest now?";		}		next;		switch(select("Invest in Defense:Cancel")) {		case 1:			if (getcastledata(strnpcinfo(4),5) >= 2) {				mes "[ Steward ]";				mes "Master, you've already";				mes "invested in Defense twice";				mes "today. You'll need to wait";				mes "until tomorrow if you really";				mes "want to increase our defenses.";				close;			}			if (Zeny < .@def_invest) {				mes "[ Steward ]";				mes "I'm sorry, Master, but";				mes "you do not have enough";				mes "Zeny to make an investment";				mes "for the guild today.";				close;			}			Zeny -= .@def_invest;			setcastledata strnpcinfo(4),5,getcastledata(strnpcinfo(4),5)+1;			mes "[ Steward ]";			mes "A wise use of the guild's";			mes "funds, Master. Increasing";			mes "the frequency of treasure";			mes "procured by the guild will";			mes "definitely help us all.";			close;		case 2:			mes "[ Steward ]";			mes "As you command, Master.";			close;		}	case 4:		if (getcastledata(strnpcinfo(4),9) == 1) {			mes "[ Steward ]";			mes "Do you wish to dismiss";			mes "the Kafra Employee that";			mes "we've hired for the guild?";			next;			switch(select("Dismiss:Cancel")) {			case 1:				cutin "kafra_01",2;				mes "[ Hired Kafra Employee ]";				mes "Master, please reconsider!";				mes "I've been working very hard";				mes "for the success of the guild!";				mes "I'll try harder to serve the";				mes "guild members of this";				mes "stronghold, I promise!";				next;				switch(select("Dismiss:Cancel")) {				case 1:					mes "[ Hired Kafra Employee ]";					mes "Why?! What have I done";					mes "to deserve this? Waaah~!";					next;					cutin "kafra_01",255;					break;				case 2:					mes "[ Hired Kafra Employee ]";					mes "Thank you, Master!";					mes "I'll obey your every";					mes "command as best I can!";					mes "You won't regret this!";					close;				}				break;			case 2:				mes "[ Steward ]";				mes "She works very hard,";				mes "in my opinion. It was in";				mes "all of our best interests to";				mes "allow her to stay with us.";				close;			}			disablenpc "Kafra Employee#"+strnpcinfo(2);			setcastledata strnpcinfo(4),9,0;			mes "[ Steward ]";			mes "That Kafra Employee";			mes "has been dismissed.";			mes "Were really dissatisfied";			mes "by the quality of her service?";			close;		}		else {			mes "[ Steward ]";			mes "Will you hire a";			mes "Kafra Employee to serve";			mes "our stronghold? You must";			mes "pay ^FF000010,000 Zeny^000000 to hire one.";			next;			switch(select("Hire:Cancel")) {			case 1:				if (getgdskilllv(.@GID,10001) == 0) {					mes "[ Steward ]";					mes "Master, we cannot hire a";					mes "Kafra Employee because";					mes "you have not yet attained";					mes "the ^FF0000Contract with Kafra^000000";					mes "guild skill.";					close;				}				if (Zeny < 10000) {					mes "[ Steward ]";					mes "Master, we cannot hire a";					mes "Kafra Employee because";					mes "we do not have enough";					mes "funds to pay the contract fee.";					close;				}				Zeny -= 10000;				enablenpc "Kafra Employee#"+strnpcinfo(2);				setcastledata strnpcinfo(4),9,1;				mes "[ Steward ]";				mes "Very well. We have formed";				mes "a contract with the Kafra";				mes "Head Office, and hired a";				mes "Kafra Employee for our";				mes "stronghold. Here she is~";				next;				cutin "kafra_01",2;				mes "[ Hired Kafra Employee ]";				mes "How do you do? I've";				mes "been dispatched by the";				mes "Kafra Head Office to";				mes "serve your guild's needs.";				mes "I'll do my best to follow";				mes "your every command, Master.";				next;				cutin "kafra_01",255;				mes "[ Steward ]";				mes "Our contract will expire";				mes "after one month, so we must";				mes "pay additional fees to keep";				mes "this Kafra Employee in";				mes "the service of our guild.";				close;			case 2:				mes "[ Steward ]";				mes "As you command, Master.";				mes "However, I suggest hiring";				mes "a Kafra Employee as soon";				mes "as possible since our guild";				mes "would greatly benefit from";				mes "the convenient Kafra services.";				close;			}		}	case 5:		mes "[ Steward ]";		mes "Do you wish to enter the";		mes "Guild Treasure Room?";		mes "Only you, the Guild Master,";		mes "are permitted to enter.";		next;		mes "[ Steward ]";		mes "Please remember to open";		mes "the Treasure Boxes at the";		mes "proper time. Otherwise, the";		mes "treasure may disappear if";		mes "something unexpected happens.";		next;		switch(select("Go to Treasure Room:Cancel")) {		case 1:			mes "[ Steward ]";			mes "Allow me to guide you";			mes "on the secret path to";			mes "the Treasure Room.";			mes "Press the secret switch";			mes "when you wish to return here.";			close2;			if (compare(strnpcinfo(4),"arug")) {				if (strnpcinfo(4) == "arug_cas01") setarray .@i[0],250,363;				else if (strnpcinfo(4) == "arug_cas02") setarray .@i[0],382,227;				else setarray .@i[0],292,266;	// Castles 3,4,5 are identical.			}			else {				if (strnpcinfo(4) == "schg_cas02") setarray .@i[0],249,373;				else if (strnpcinfo(4) == "schg_cas03") setarray .@i[0],190,16;				else setarray .@i[0],381,381;	// Castles 1,4,5 are identical.			}			warp strnpcinfo(4),.@i[0],.@i[1];			end;		case 2:			mes "[ Steward ]";			mes "Items in the Treasure Room";			mes "are produced once each day.";			mes "Therefore, you must obtain";			mes "the treasure items everyday.";			mes "For the sake of the guild,";			mes "prioritize treasure harvesting!";			close;		}	}OnStop:	awake strnpcinfo(0);	end;OnStartArena:	query_sql "update `char` set empbreak = empbreak +1 where char_id = "+ getcharid(0);	set .@GID,getcharid(2);	set .@region$, (compare(strnpcinfo(4),"arug"))?"Valfreyja":"Nithafjoll";	// Lower castle Economy	set .@Economy,getcastledata(strnpcinfo(4),2)-5;	if (.@Economy < 0) set .@Economy, 0;	setcastledata strnpcinfo(4),2,.@Economy;	// Lower Castle Defence	set .@defence,getcastledata(strnpcinfo(4),3)-5;	if (.@defence < 0) set .@defence, 0;	setcastledata strnpcinfo(4),3,.@defence;	// Set new owner	setcastledata strnpcinfo(4),1,.@GID;	// Clear castle's data.	for(set .@i,4; .@i<10; set .@i,.@i+1)		setcastledata strnpcinfo(4),.@i,0;	// Disable Kafra	disablenpc "Kafra Employee#"+strnpcinfo(2);	announce "The ["+getguildname(.@GID)+"] guild conquered the ["+.@region$+" "+charat(strnpcinfo(2),3)+"] stronghold of "+getcastlename(strnpcinfo(4))+"!",bc_all|bc_woe;	mapannounce strnpcinfo(4),"The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;	donpcevent "Manager#"+strnpcinfo(4)+"::OnReset";	maprespawnguildid strnpcinfo(4),getcastledata(strnpcinfo(4),1),2;	donpcevent "Manager#"+strnpcinfo(4)+"::OnRecvCastle2";	donpcevent "::OnRecvCastle"+ strtoupper( substr( strnpcinfo(2), 0, 0 ) ) + substr( strnpcinfo(2), 1, getstrlen( strnpcinfo(2) ) -1 );	sleep 10000;	if (agitcheck2()) {		donpcevent "Manager#"+strnpcinfo(4)+"::OnChange";		mapannounce strnpcinfo(4),"Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;	}	end;}// Castle Guardians//============================================================-	script	Guardian#template	-1,{	set .@GID, getcastledata(strnpcinfo(4),1);	set .@n$, "["+strnpcinfo(1)+"]";	if (!.@GID) {		mes .@n$;		mes "Great job. Now, all you";		mes "need to do is destroy this";		mes "Emperium to gain ownership";		mes "over this stronghold.";		close;	}	if (getcharid(2) == .@GID) {		if (strcharinfo(0) != getguildmaster(.@GID)) {			mes .@n$;			mes "As guardian of this";			mes "stronghold, I answer only";			mes "to the master of the guild";			mes "that controls this place.";			close;		}		else {			if (!agitcheck2()) {				mes .@n$;				mes "I am "+strnpcinfo(1)+", guardian of";				mes "this stronghold. For now,";				mes "all is quiet in this place.";				next;				switch(select("Converse:Cancel")) {				case 1:					mes .@n$;					mes "Do you have any questions";					mes "about this stronghold?";					next;					switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {					case 1:						mes .@n$;						mes "There is one Emperium";						mes "and two Guardian Stones in";						mes "each fortress. These stones";						mes "are the first line of defense,";						mes "and must be destroyed before";						mes "enemies can even enter.";						next;						mes .@n$;						mes "The stones are located in";						mes "^4D4DFFGate Houses^000000 which must be";						mes "protected to prevent enemies";						mes "from reaching the Emperium.";						mes "Guardian Stones can ^4D4DFFrecall";						mes "your Guardians^000000 for protection.";						next;						mes .@n$;						mes "Fortresses with higher levels";						mes "of defense can summon more";						mes "Guardians: this is why it is";						mes "so important for guilds to";						mes "invest in Defense Growth.";						next;						mes .@n$;						mes "Guardian Stones that have";						mes "been destroyed can be revived";						mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";						mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";						close;					case 2:						mes .@n$;						mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";						mes "and are protected by extra barricades activated by the Guardian Stones.";						mes "These gates are located in three different parts of the fortress.";						next;						mes .@n$;						mes "Barricades are protected by";						mes "Guardian Stones, and are";						mes "restored when the Guardian";						mes "Stones are retrieved. However,";						mes "it is not as easy to restore";						mes "destroyed Fortress Gates.";						next;						mes .@n$;						mes "Fortress Gates can only be";						mes "restored when the ^4D4DFFguild";						mes "master of a stronghold";						mes "changes^000000, or if ^4D4DFFrestoration";						mes "is requested by the guild";						mes "master of the stronghold^000000.";						close;					case 3:						mes .@n$;						mes "Strongholds have many";						mes "Link Flags that allow you";						mes "to access vital areas within";						mes "restrictions placed by the";						mes "Barricades. Usually, ^4D4DFFFlag 1";						mes "links to the Gate House^000000.";						next;						mes .@n$;						mes "Many flags link directly to";						mes "the flag near the Emperium.";						mes "The final numbered flag is";						mes "linked to the Convenience";						mes "Facility of the stronghold's";						mes "owner. Keep this in mind.";						close;					case 4:						mes .@n$;						mes "Strategy? It would be better";						mes "to develop your battle plan to";						mes "exploit your guild's advantages";						mes "and your enemies' weaknesses.";						mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";						close;					case 5:						mes .@n$;						mes "You have no questions";						mes "to ask of me? Well, I'm";						mes "here to serve your needs.";						close;					}				case 2:					mes .@n$;					mes "I'm always here, so";					mes "feel free to request my";					mes "assistance whenever";					mes "the need arises.";					close;				}			}			else {				mes .@n$;				mes "Greetings, "+strcharinfo(0)+".";				mes "What are your orders?";				next;				switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {				case 1:					if (!getd("$agit_"+strnpcinfo(2)+"[5]")) {						if (getgdskilllv(.@GID,10002) == 0) {							mes .@n$;							mes "I'm sorry, but the Guardian";							mes "Stones aren't powerful enough";							mes "to summon Guardians yet. We";							mes "need to accumulate more";							mes "knowledge before they can";							mes "summon any Guardians.";							close;						}						else {							mes .@n$;							mes "I shall endeavor to summon";							mes "a Guardian through a Guardian";							mes "Stone. However, keep in mind";							mes "that this will not work if the";							mes "Guardian Stone is destroyed.";							setd "$agit_"+strnpcinfo(2)+"[5]",1;							if (!getd("$agit_"+strnpcinfo(2)+"[0]"))								donpcevent "gard1#"+strnpcinfo(4)+"::OnEnable";							if (!getd("$agit_"+strnpcinfo(2)+"[1]"))								donpcevent "gard2#"+strnpcinfo(4)+"::OnEnable";							close;						}					}					else {						mes .@n$;						mes "You've already commanded";						mes "me to summon a Guardian";						mes "to defend the stronghold.";						close;					}				case 2:					mes .@n$;					mes "Our defense status is...";					setarray .@status$[0],"^4D4DFFOperational","^FF0000Destroyed","^008000Repairing";					mes "1st Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[0]")]+"^000000";					mes "2nd Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[1]")]+"^000000";					mes "1st Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[2]")]+"^000000";					mes "2nd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[3]")]+"^000000";					mes "3rd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[4]")]+"^000000";					close;				case 3:					mes .@n$;					mes "I'll be standing by,";					mes "awaiting your orders.";					close;				}			}		}	}	else {		mes .@n$;		mes "Who are you? Scoundrel!";		mes "Leave this stronghold now!";		close;	}OnInit:	setarray getd("$agit_"+strnpcinfo(2)+"[0]"),0,0,0,0,0,0;	end;}// Guild Kafras//============================================================-	script	Kafra#template	-1,{	cutin "kafra_01",2;	set .@GID, getcastledata(strnpcinfo(4),1);	if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {		mes "[Kafra Employee]";		mes "Welcome, proud member";		mes "of the ^FF0000"+getguildname(.@GID)+"^000000 Guild!";		mes "The Kafra Corporation is ready";		mes "to assist you wherever you go!";		next;		switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {		case 1:			if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {				mes "[Kafra Employee]";				mes "I'm so sorry, but you must";				mes "have at least Novice Skill";				mes "Lv.6 to use the Storage.";			}			else openstorage;			break;		case 2:			mes "[Kafra Employee]";			mes "Please tell me your";			mes "Warp destination.";			next;			switch(select("Rachel -> 200 z:Cancel")) {			case 1:				if (Zeny < 200) {					mes "[Kafra Employee]";					mes "I'm sorry, but you don't";					mes "have enough Zeny to pay";					mes "the warp fee. Would you";					mes "please check your funds again?";					close2;					cutin "kafra_01",255;					end;				}				Zeny -= 200;				warp "rachel",115,125;				end;			case 2:				cutin "kafra_01",255;				break;			}			break;		case 3:			if (BaseClass != Job_Merchant) {				mes "[Kafra Employee]";				mes "I'm sorry, but the Pushcart";				mes "rental service can only be";				mes "used by Merchant, Blacksmith,";				mes "and Alchemist class characters.";			}			else if (checkcart() == 1) {				mes "[Kafra Employee]";				mes "Hm? You've already";				mes "rented a Pushcart.";			}			else {				mes "[Kafra Employee]";				mes "The Pushcart rental fee";				mes "is 800 Zeny. Would you";				mes "like to rent a Pushcart?";				next;				switch(select("Rent Pushcart:Cancel")) {				case 1:					if (Zeny < 800) {						mes "[Kafra Employee]";						mes "I'm sorry, but you don't";						mes "have enough Zeny to rent";						mes "one of our Pushcarts.";						close2;						cutin "kafra_01",255;						end;					}					Zeny -= 800;					setcart;					break;				case 2:					break;				}			}			break;		case 4:			mes "[Kafra Employee]";			mes "Thank you for using the";			mes "Kafra Service. Wherever";			mes "you go, Kafra will be";			mes "there to support you!";			close2;			cutin "kafra_01",255;			end;		}		close2;		cutin "kafra_01",255;		end;	}	else {		mes "[Kafra Employee]";		mes "I'm sorry, but I've been";		mes "exclusively contracted";		mes "to the members of the";		mes "^FF0000"+getguildname(.@GID)+"^000000 Guild.";		mes "You'll have to ask another";		mes "Kafra Employee to help you...";		close2;		cutin "kafra_01",255;		end;	}}// Guardian Stones (2)//============================================================-	script	Guardian Stone#template	-1,{	set .@GID, getcastledata(strnpcinfo(4),1);	set .@num, atoi(charat(strnpcinfo(1),0));	set .@var$,"$agit_"+strnpcinfo(2);	if (getcharid(2) == .@GID) {		mes "^3355FFYou will need the";		mes "following materials to";		mes "rebuild a destroyed";		mes "Guardian Stone.^000000";		next;		mes "1 Oridecon";		mes "1 Elunium";		mes "30 Stones";		mes "5 Blue Gemstones";		mes "5 Yellow Gemstones";		mes "5 Red Gemstones";		next;		mes "^3355FFDo you want to continue?^000000";		next;		if(select("No:Continue") == 1) {			mes "^3355FFWork canceled.^000000";			close;		}		if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {			mes "^3355FFArrange Stones, Elunium, and";			mes "Oridecon, in that order, in the";			mes "center. Then you must arrange";			mes "the enchanted Gemstones to";			mes "rebuild the Guardian Stone.^000000";			next;			setarray .@stone$[0],"Elunium","Oridecon","Stones";			set .@i, select("Elunium:Oridecon:Stone")-1;			if (.@i == 2) set .@nice,.@nice+10;			mes "^3355FF"+.@stone$[.@i]+" has been";			mes "placed in the center.^000000";			next;			set .@i, select("Elunium:Oridecon:Stone")-1;			if (.@i == 0) set .@nice,.@nice+10;			mes "^3355FFYou have lined the";			mes "outside of the center";			mes "with some "+.@stone$[.@i]+".^000000";			next;			set .@i, select("Elunium:Oridecon:Stone")-1;			if (.@i == 1) set .@nice,.@nice+10;			mes "^3355FFYou covered the";			mes "rest of the materials";			mes "with some "+.@stone$[.@i]+".^000000";			next;			mes "^3355FFNow you need to arrange";			mes "the enchanted Gemstones";			mes "accordingly. You can identify";			mes "their Magic properties by";			mes "their casting effect.^000000";			next;			setarray .@effect[0],56,54,225;			setarray .@color$[0],"Red","Yellow","Blue";			while(1) {				if (.@roof0 > 7) break;				set .@i, rand(3);				specialeffect .@effect[.@i];				mes "^3355FFThe Gemstones must";				mes "be arranged in the correct";				mes "order according to their";				mes "magic properties and power.^000000";				next;				set .@j, select("Red Gemstone:Yellow Gemstone:Blue Gemstone")-1;				mes "^3355FFYou placed the "+.@color$[.@j]+" Gemstone.^000000";				if (.@i == .@j) {					mes "^3355FFHowever, the Guardian Stone";					mes "Repair System failed because";					mes "of a magic power conflict.^000000";					close;				}				set .@nice,.@nice+10;				set .@roof0,.@roof0+1;				specialeffect EF_STEAL;				next;			}			if (.@nice > 90) {				if (!getd(.@var$+"["+(.@num-1)+"]")) {					mes "^3355FFThe Guardian Stone";					mes "Repair System has";					mes "already completed.^000000";					close;				}				else {					if (!agitcheck2()) {						mes "^3355FFIt is impossible to";						mes "rebuild the Guardian";						mes "Stone because the";						mes "Emperium is not present.^000000";						close;					}					else {						mes "^3355FFThe Gemstones have been";						mes "arranged, and the Guardian";						mes "Stone is successfully repaired.^000000";						delitem 984,1; //Oridecon						delitem 985,1; //Elunium						delitem 7049,30; //Stone						delitem 717,5; //Blue_Gemstone						delitem 715,5; //Yellow_Gemstone						delitem 716,5; //Red_Gemstone						close2;						donpcevent "df"+.@num+"#"+strnpcinfo(4)+"::OnEnable";						specialeffect EF_ICECRASH;						disablenpc strnpcinfo(0);						setd .@var$+"["+(.@num-1)+"]",0;						set .@df_all,getd(.@var$+"[0]")+getd(.@var$+"[1]");						if (!.@df_all) {							mapannounce strnpcinfo(4),"Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";							donpcevent "RL0#"+strnpcinfo(4)+"::OnEnable";						}						else mapannounce strnpcinfo(4),"The "+strnpcinfo(1)+" has been repaired successfully.",bc_map,"0x00ff00";						if (getd(.@var$+"[5]") == 1)							donpcevent "gard"+.@num+"#"+strnpcinfo(4)+"::OnEnable";						end;					}				}			}			else {				mes "^3355FFAfter all of that work...";				mes "It looks like you failed";				mes "to fix the Guardian Stone,";				mes "and lost some materials.^000000";				delitem 7049,10; //Stone				delitem 717,2; //Blue_Gemstone				delitem 715,2; //Yellow_Gemstone				delitem 716,2; //Red_Gemstone				close;			}		}		else {			mes "^3355FFYou don't have enough";			mes "materials to repair";			mes "the Guardian Stone.^000000";			close;		}	}	end;OnInit:OnDisable:	disablenpc strnpcinfo(0);	end;OnEnable:	enablenpc strnpcinfo(0);	specialeffect EF_MAPPILLAR2;	end;}// Control Devices (3)//============================================================-	script	Control#template	-1,{	set .@GID, getcastledata(strnpcinfo(4),1);	set .@num, atoi(charat(strnpcinfo(1),15));	set .@var$,"$agit_"+strnpcinfo(2);	if (getcharid(2) == .@GID) {		if (strcharinfo(0) == getguildmaster(.@GID)) {			if (getd(.@var$+"["+(.@num+1)+"]") == 2) {				mes "^3355FFDemolished Fortress";				mes "Gates can be repaired,";				mes "but you will need to gather";				mes "the following materials.^000000";				next;				mes "^4D4DFF10 Steel^000000,";				mes "^4D4DFF30 Trunks^000000,";				mes "^4D4DFF5 Oridecon^000000, and";				mes "^4D4DFF10 Emveretarcon^000000.";				next;				select("Continue");				if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {					mes "^3355FFYou will need Trunks to";					mes "repair the support frame,";					mes "Oridecon to enhance the";					mes "gate's endurance, and";					mes "Emveretarcon to basically";					mes "hold everything together.^000000";					next;					set .@ro_of01,rand(10,15);					while(1) {						if (.@ro_of02 == .@ro_of01) break;						else {							switch(rand(1,4)) {							case 1:								mes "^3355FFThe support frame";								mes "is badly damaged:";								mes "fixing this part";								mes "is a top priority.^000000";								next;								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {								case 1:									mes "^3355FFThe frame has been";									mes "reinforced with wood.^000000";									set .@rp_temp,.@rp_temp+1;									set .@ro_of02,.@ro_of02+1;									specialeffect2 EF_REPAIRWEAPON;									next;									break;								case 2:									mes "^3355FFYou tried using steel,";									mes "but it's not working very";									mes "well. You'll have to try";									mes "something else.^000000";									close;								case 3:									mes "^3355FFYou tried using emveretarcon";									mes "to reinforce the gate, but it's";									mes "not working well at all.";									mes "You'll have to start over.^000000";									close;								case 4:									mes "^3355FFYou tried using oridecon,";									mes "but it's not working very";									mes "well. You'll have to try";									mes "something else.^000000";									close;								}								break;							case 2:								mes "^3355FFIt looks like the gate's";								mes "overall endurance needs to";								mes "be reinforced with something.^000000";								next;								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {								case 1:									mes "^3355FFYou tried using wood";									mes "to reinforce the gate.^000000";									set .@ro_of02,.@ro_of02+1;									next;									break;								case 2:									mes "^3355FFYou tried using steel";									mes "to reinforce the gate, but";									mes "it's not working well at all.";									mes "You'll have to start over.^000000";									close;								case 3:									mes "^3355FFYou tried using emveretarcon";									mes "to reinforce the gate, but it's";									mes "not working well at all.";									mes "You'll have to start over.^000000";									close;								case 4:									mes "^3355FFYou hammered the";									mes "oridecon: it looks";									mes "like this will work.^000000";									set .@rp_temp,.@rp_temp+1;									set .@ro_of02,.@ro_of02+1;									specialeffect2 EF_REPAIRWEAPON;									next;									break;								}								break;							case 3:								mes "^3355FFThe damage to the gate";								mes "has caused all these";								mes "cracks. You'll have to";								mes "weld them solid somehow.^000000";								next;								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {								case 1:									mes "^3355FFYou tried using wood to fix";									mes "this problem, but it seems";									mes "to have made it worse.";									mes "You'll have to start all over.^000000";									close;								case 2:									mes "^3355FFYou used steel to weld";									mes "all the cracks: the gate is";									mes "is starting to look more solid.^000000";									set .@rp_temp,.@rp_temp+1;									set .@ro_of02,.@ro_of02+1;									specialeffect2 EF_REPAIRWEAPON;									next;									break;								case 3:									mes "^3355FFYou tried using emveretarcon";									mes "to reinforce the gate, but it's";									mes "not working well at all.";									mes "You'll have to start over.^000000";									close;								case 4:									mes "^3355FFYou tried using oridecon,";									mes "but it's not working very";									mes "well. You'll have to try";									mes "something else.^000000";									close;								}								break;							case 4:								mes "^3355FFNow you need to make";								mes "sure that the gate is held";								mes "together pretty solidly.^000000";								next;								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {								case 1:									mes "^3355FFYou tried using wood to fix";									mes "this problem, but it seems";									mes "to have made it worse.";									mes "You'll have to start all over.^000000";									close;								case 2:									mes "^3355FFYou tried using steel,";									mes "but it's not working very";									mes "well. You'll have to try";									mes "something else.^000000";									close;								case 3:									mes "^3355FFYou successfully used";									mes "the emveretarcon to repair";									mes "much of the gate's damage.^000000";									set .@rp_temp,.@rp_temp+1;									set .@ro_of02,.@ro_of02+1;									specialeffect2 EF_REPAIRWEAPON;									next;									break;								case 4:									mes "^3355FFYou tried using oridecon,";									mes "but it's not working very";									mes "well. You'll have to try";									mes "something else.^000000";									close;								}							}						}					}					mes "^3355FFWell, it looks like";					mes "you're just about done";					mes "with repairing the gate.^000000";					next;					if (!agitcheck2()) {						mes "^3355FFUnfortunately, the Fortress";						mes "Gate can't be reconstructed:";						mes "the Emperium is no longer here.^000000";						close;					}					else {						if (.@rp_temp == .@ro_of01) {							mes "^3355FFThe Fortress Gate has";							mes "been successfully repaired!^000000";							delitem 1019,30; //Wooden_Block							delitem 999,10; //Steel							delitem 1011,10; //Emveretarcon							delitem 984,5; //Oridecon							close2;							donpcevent "RL"+.@num+"#"+strnpcinfo(4)+"::OnEnable";							disablenpc strnpcinfo(0);							if (.@num == 1) set .@str$,"1st";							else if (.@num == 2) set .@str$,"2nd";							else if (.@num == 3) set .@str$,"3rd";							mapannounce strnpcinfo(4),"The "+.@str$+" Fortress Gate has been reconstructed!",bc_map,"0x00ff00";							if (.@num == 1) setd .@var$+"[2]",0;							else {								setarray getd(.@var$+"["+.@num+"]"),2,0;								donpcevent "Control Device0"+(.@num-1)+"#"+strnpcinfo(2)+"::OnEnable";							}							end;						}						else {							mes "^3355FFThe wall has been breached,";							mes "and the attempt to repair the";							mes "Fortress Gate has failed.";							mes "You lost some of your";							mes "repair resources...^000000";							delitem 984,2; //Oridecon							delitem 999,4; //Steel							delitem 1019,14; //Wooden_Block							delitem 1011,3; //Emveretarcon							close;						}					}				}				else {					mes "^3355FFYou can't attempt to repair";					mes "the Fortress Gate if you don't";					mes "have all the needed materials.^000000";					close;				}			}		}	}	end;OnInit:OnDisable:	disablenpc strnpcinfo(0);	end;OnEnable:	enablenpc strnpcinfo(0);	end;}// Guardian Summoners (2)//============================================================-	script	gard#template	-1,{OnEnable:	// .@x[i],.@y[i]: Normal coordinates, #0-21.	// .@w[x],.@w[y]: Special coordinates if 'defence' is under 11.	if (compare(strnpcinfo(2),"arug")) {		if (strnpcinfo(2) == "arug_cas01") {			setarray .@w[0],195,250,292,188;			setarray .x[0],233,252,232,201,224,196,269,252,201,224,222, 294,256,240,246,235,235,246,240,256,254,242;			setarray .y[0], 83, 81,108,130,168,137, 89, 81,130,168,129, 210,203,133, 92,132,132, 92,133,203, 95,151;		}		else if (strnpcinfo(2) == "arug_cas02") {			setarray .@w[0],20,169,268,169;			setarray .x[0],104,67,67,113,122,67, 90, 91,122, 20,67, 175,204,211,209,161,186,183,150,161,209,211;			setarray .y[0], 32,36,85, 87,112,60,167,119,112,169,85,  31, 32, 63, 88, 91,170,121,110, 91, 88, 63;		}		else {	// Castles 3,4,5 are identical.			setarray .@w[0],66,157,211,159;			setarray .x[0],130,128,128,128,110,91,65, 65,110,128,128, 156,172,154,156,155,187,212,211,155,156,172;			setarray .y[0], 60, 77, 90,100, 96,53,71,103, 96,100, 77, 101, 95, 90, 77, 60, 54, 67,105, 60, 77, 95;		}	}	else {		if (strnpcinfo(2) == "schg_cas02") {			setarray .@w[0],337,95,307,222;			setarray .x[0],326,337,334,296,285,236,285,296,334,337,334, 359,300,337,317,307,300,337,317,307,359,236;			setarray .y[0], 83, 95,119, 82, 40, 41, 40, 82,119, 95,119,  85,119,154,183,222,119,154,183,222, 85, 41;		}		else if (strnpcinfo(2) == "schg_cas03") {			setarray .@w[0],306,325,364,305;			setarray .x[0],323,273,288,306,323,323,273,288,306,273,273, 338,364,365,317,338,338,364,365,317,364,329;			setarray .y[0],308,309,306,326,308,308,309,306,325,309,309, 309,305,261,318,310,309,305,261,318,305,314;		}		else {	// Castles 1,4,5 are identical.			setarray .@w[0],108,32,128,42,187,15;	// Contains an extra pair, for whatever reason.			setarray .x[0],111,109,65,110,88,64,47,109,111,112,120, 130,129,151,187,128,152,187,128,130,130,151;			setarray .y[0], 18, 44,22, 40,20,40,43, 48, 18, 32, 37,  22, 47, 18, 15, 42, 43, 15, 42, 22, 28, 18;		}	}	if (charat(strnpcinfo(1),4) == "2") set .@z,11;	freeloop(1);	set .@defence,getcastledata(strnpcinfo(2),3);	callsub OnSummon,.@z;	if (.@defence > 70) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),5;	else if (.@defence > 50) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),4;	else if (.@defence > 30) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),3;	else if (.@defence > 10) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),2;	if (.@w[4] && .@z)		guardian strnpcinfo(2),.@w[4],.@w[5],"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";	else if (.@defence < 11) {		set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),2;		set .@i,(.@z)?2:0;		guardian strnpcinfo(2),.@w[.@i],.@w[.@i+1],"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";	}	else for(set .@i,1; .@i<getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)); set .@i,.@i+1)		callsub OnSummon,.@i+.@z;	freeloop(0);	copyarray getd(".x_"+strnpcinfo(2)+"[0]"),.@x[0],22;	copyarray getd(".y_"+strnpcinfo(2)+"[0]"),.@y[0],22;	setd ".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2),4+.@z;	setarray .count$[5],"1st","2nd","3rd","4th","5th";	initnpctimer;	end;OnTimer300000:OnTimer900000:OnTimer1800000:OnTimer2700000:OnTimer3600000:	if (charat(strnpcinfo(1),4) == "2") end;	set .@var$,".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2);	setd .@var$, getd(.@var$)+1;	set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;	callsub OnSummon,getd(.@var$);	setarray .count$[5],"1st","2nd","3rd","4th","5th";	mapannounce strnpcinfo(2),"The "+.count$[getd(.@var$)]+" Guardian has been summoned from the Gate House.",bc_map,"0xff4500";	if (getd(.@var$) == 9) {		setd .@var$,0;		stopnpctimer;	}	end;OnTimer600000:OnTimer1200000:OnTimer2100000:OnTimer3000000:OnTimer3900000:	if (!(charat(strnpcinfo(1),4) == "2")) end;	set .@var$,".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2);	setd .@var$, getd(.@var$)+1;	set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;	callsub OnSummon,getd(.@var$);	if (getd(.@var$) == 20) {		setd .@var$,0;		stopnpctimer;	}	end;OnSummon:	guardian strnpcinfo(2),getd(".x_"+strnpcinfo(2)+"["+getarg(0)+"]"),getd(".y_"+strnpcinfo(2)+"["+getarg(0)+"]"),"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";	return;OnGuardianDied:	if (charat(strnpcinfo(1),4) == "2") set .@z,11;	set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))-1;	if (getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)) < 2) {		set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;		callsub OnSummon,10+.@z;	}	end;OnReset:	stopnpctimer;	killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianDied";	deletearray getd(".x_"+strnpcinfo(2)+"[0]"),22;	deletearray getd(".y_"+strnpcinfo(2)+"[0]"),22;	end;}// Guardian Stone Summoners (2)//============================================================-	script	df#template	-1,{OnEnable:	if (compare(strnpcinfo(2),"arug")) {		if (strnpcinfo(2) == "arug_cas01") setarray .@i[0],210,234,308,189;		else if (strnpcinfo(2) == "arug_cas02") setarray .@i[0],33,168,245,168;		else setarray .@i[0],65,171,212,149;	// Castles 3,4,5 are identical.	}	else {		if (strnpcinfo(2) == "schg_cas02") setarray .@i[0],231,58,335,230;		else if (strnpcinfo(2) == "schg_cas03") setarray .@i[0],242,309,376,251;		else setarray .@i[0],27,35,207,75;	// Castles 1,4,5 are identical.	}	set .@num, atoi(charat(strnpcinfo(1),2));	set .@j,(.@num == 1)?0:2;	guardian strnpcinfo(2),.@i[.@j],.@i[.@j+1],((.@num == 1)?"1st":"2nd")+" Guardian Stone",1906+.@num,strnpcinfo(0)+"::OnGuardianStoneDied";	end;OnDisable:	killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianStoneDied";	setd "$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"["+(atoi(charat(strnpcinfo(1),2))-1)+"]",1;	stopnpctimer;	end;OnGuardianStoneDied:	set .@num, atoi(charat(strnpcinfo(1),2));	set .@var$,"$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);	setd .@var$+"["+(.@num-1)+"]",1;	if (getd(.@var$+"[0]") == 1 || getd(.@var$+"[0]") == 2) set .@destroyed, .@destroyed+1;	if (getd(.@var$+"[1]") == 1 || getd(.@var$+"[1]") == 2) set .@destroyed, .@destroyed+1;	if (.@destroyed == 2) {		mapannounce strnpcinfo(2),"All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";		donpcevent "RL0#"+strnpcinfo(2)+"::OnDisable";	}	else mapannounce strnpcinfo(2),"The "+((.@num == 1)?"1st":"2nd")+" Guardian Stone has been destroyed!",bc_map,"0x00ff00";	donpcevent "gard"+.@num+"#"+strnpcinfo(2)+"::OnReset";	initnpctimer;	end;OnTimer300000:	set .@num, atoi(charat(strnpcinfo(1),2));	set .@str$,substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);	donpcevent ((.@num == 1)?"1st":"2nd")+" Guardian Stone#"+.@str$+"::OnEnable";	setd "$agit_"+.@str$+"["+(atoi(charat(strnpcinfo(1),2))-1)+"]",2;	stopnpctimer;	end;}// Barrier Summoners (4)//============================================================-	script	RL#template	-1,{OnEnable:	set .@num, atoi(charat(strnpcinfo(1),2));	if (.@num == 0) {		if (compare(strnpcinfo(2),"arug")) {			if (strnpcinfo(2) == "arug_cas01") {				setarray .@wall[0],238,74,8,6,0;				setarray .@x[0],239,241,243,245;				setarray .@y[0], 73, 73, 73, 73;			}			else if (strnpcinfo(2) == "arug_cas02") {				setarray .@wall[0],136,136,8,6,0;				setarray .@x[0],137,139,141,143;				setarray .@y[0],137,137,137,137;			}			else {	// Castles 3,4,5 are identical.				setarray .@wall[0],138,110,8,6,0;				setarray .@x[0],139,141,143,145;				setarray .@y[0],111,111,111,111;			}		}		else {			if (strnpcinfo(2) == "schg_cas02") {				setarray .@wall[0],290,98,8,0,0;				setarray .@x[0],289,289,289,289;				setarray .@y[0], 98,100,102,104;			}			else if (strnpcinfo(2) == "schg_cas03") {				setarray .@wall[0],326,301,6,6,0;				setarray .@x[0],326,328,330;				setarray .@y[0],300,300,300;			}			else {	// Castles 1,4,5 are identical.				setarray .@wall[0],114,48,13,6,0;				setarray .@x[0],115,117,119,121,123,125;				setarray .@y[0], 49, 49, 49, 49, 49, 49;			}		}	}	else if (.@num == 1) {		if (compare(strnpcinfo(2),"arug")) {			if (strnpcinfo(2) == "arug_cas01") {				setarray .@wall[0],239,53,8,6,1;				setarray .@x[0],239,241,243,240,242,244;				setarray .@y[0], 55, 55, 55, 54, 54, 54;			}			else if (strnpcinfo(2) == "arug_cas02") {				setarray .@wall[0],150,223,12,6,1;				setarray .@x[0],151,153,155,157,159,161;				setarray .@y[0],222,222,222,222,222,222;			}			else {	// Castles 3,4,5 are identical.				setarray .@wall[0],139,158,6,6,1;				setarray .@x[0],140,142,144,139,141,143;				setarray .@y[0],157,157,157,156,156,156;			}		}		else {			if (strnpcinfo(2) == "schg_cas02") {				setarray .@wall[0],279,98,8,0,1;				setarray .@x[0],280,280,280,281,281,281;				setarray .@y[0], 98,100,102, 99,101,103;			}			else if (strnpcinfo(2) == "schg_cas03") {				setarray .@wall[0],325,277,8,6,1;				setarray .@x[0],326,328,330,327,329,331;				setarray .@y[0],278,278,278,279,279,279;			}			else {	// Castles 1,4,5 are identical.				setarray .@wall[0],114,51,13,6,1;				setarray .@x[0],115,117,119,121,123,125;				setarray .@y[0], 50, 50, 50, 50, 50, 50;			}		}	}	else if (.@num == 2) {		if (compare(strnpcinfo(2),"arug")) {			if (strnpcinfo(2) == "arug_cas01") {				setarray .@wall[0],107,124,6,6,1;				setarray .@x[0],107,109,111,108,110,112;				setarray .@y[0],122,122,122,123,123,123;			}			else if (strnpcinfo(2) == "arug_cas02") {				setarray .@wall[0],125,342,8,0,1;				setarray .@x[0],126,126,126,127,127,127;				setarray .@y[0],343,345,347,344,346,348;			}			else {	// Castles 3,4,5 are identical.				setarray .@wall[0],138,210,8,6,1;				setarray .@x[0],140,142,144,139,141,143;				setarray .@y[0],209,209,209,208,208,208;			}		}		else {			if (strnpcinfo(2) == "schg_cas02") {				setarray .@wall[0],230,213,6,0,1;				setarray .@x[0],231,231,231,232,232,232;				setarray .@y[0],213,215,217,213,215,217;			}			else if (strnpcinfo(2) == "schg_cas03") {				setarray .@wall[0],200,230,8,0,1;				setarray .@x[0],201,201,201,202,202,202;				setarray .@y[0],231,233,235,232,234,236;			}			else {	// Castles 1,4,5 are identical.				setarray .@wall[0],114,154,13,6,1;				setarray .@x[0],115,117,119,121,123,125;				setarray .@y[0],153,153,153,153,153,153;			}		}	}	else {		if (compare(strnpcinfo(2),"arug")) {			if (strnpcinfo(2) == "arug_cas01") {				setarray .@wall[0],84,171,8,6,1;				setarray .@x[0], 84, 86, 88, 90;				setarray .@y[0],170,170,170,170;			}			else if (strnpcinfo(2) == "arug_cas02") {				setarray .@wall[0],38,314,12,6,1;				setarray .@x[0], 40, 42, 44, 46;				setarray .@y[0],315,315,315,315;			}			else {	// Castles 3,4,5 are identical.				setarray .@wall[0],138,263,8,6,1;				setarray .@x[0],139,141,143,145;				setarray .@y[0],262,262,262,262;			}		}		else {			if (strnpcinfo(2) == "schg_cas02") {				setarray .@wall[0],160,141,6,6,1;				setarray .@x[0],160,162,164,166;				setarray .@y[0],140,140,140,140;			}			else if (strnpcinfo(2) == "schg_cas03") {				setarray .@wall[0],285,198,8,0,1;				setarray .@x[0],284,284,284,284;				setarray .@y[0],199,201,203,205;			}			else {	// Castles 1,4,5 are identical.				setarray .@wall[0],116,241,11,6,1;				setarray .@x[0],116,118,120,122;				setarray .@y[0],240,240,240,240;			}		}	}	if (.@num == 3) set getd(".MyMobCount_"+.@num+strnpcinfo(2)),4;	else if (.@num) set getd(".MyMobCount_"+.@num+strnpcinfo(2)),6;	setwall strnpcinfo(2),.@wall[0],.@wall[1],.@wall[2],.@wall[3],.@wall[4],substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"_"+strnpcinfo(1);	set .@j,(getd(".MyMobCount_"+.@num+strnpcinfo(2)))?getd(".MyMobCount_"+.@num+strnpcinfo(2)):getarraysize(.@x);	for(set .@i,0; .@i<.@j; set .@i,.@i+1)		guardian strnpcinfo(2),.@x[.@i],.@y[.@i]," ",1905,strnpcinfo(0)+"::OnBarrierDestroyed";	end;OnBarrierDestroyed:	set .@num, atoi(charat(strnpcinfo(1),2));	if (!.@num) end;	set getd(".MyMobCount_"+.@num+strnpcinfo(2)),getd(".MyMobCount_"+.@num+strnpcinfo(2))-1;	if (getd(".MyMobCount_"+.@num+strnpcinfo(2)) == 0) {		set .@var$,substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);		setd "$agit_"+.@var$+"["+(.@num+1)+"]",1;		setarray .@count$[0],"1st","2nd","3rd";		mapannounce strnpcinfo(2),"The "+.@count$[.@num-1]+" Fortress Gate is destroyed.",bc_map,"0x00ff00";		delwall .@var$+"_"+strnpcinfo(1);	}	end;OnDisable:	delwall substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"_"+strnpcinfo(1);	killmonster strnpcinfo(2),strnpcinfo(0)+"::OnBarrierDestroyed";	end;}// Link Flags (function)//============================================================function	script	LinkFlag	{	if (!getcharid(2) || getcharid(2) != getcastledata(strnpcinfo(4),1)) end;	if (getarg(0) == "Convenience Facility") {		mes "^3355FFThis is the Stronghold";		mes "Teleport Service. Would";		mes "you like to teleport to the";		mes "Convenience Facility for";		mes "guild members?^000000";		if(select("Go to Convenience Facility:Cancel") == 1)			warp strnpcinfo(4),getarg(1),getarg(2);		close;	}	if (getarg(0) == "Emperium Center") {		mes "^3355FFThis is the Stronghold";		mes "Teleport Service. Would";		mes "you like to teleport to";		mes "the Emperium Center?^000000";		if(select("Teleport:Cancel") == 1)			warp strnpcinfo(4),getarg(1),getarg(2);		close;	}	mes "^3355FFThis is the Stronghold";	mes "Teleport Service. Please";	mes "choose a destination";	mes "within the stronghold.^000000";	for(set .@i,0; .@i<getargcount(); set .@i,.@i+3)		set .@menu$, .@menu$+getarg(.@i)+":";	set .@menu$, .@menu$+"Cancel";	set .@i, select(.@menu$)-1;	if (.@i != getargcount()/3)		warp strnpcinfo(4),getarg(.@i*3+1),getarg(.@i*3+2);	close;}// Return Flags (function)//============================================================function	script	ReturnFlag	{	set .@str$, (compare(strnpcinfo(4),"aru"))?"Arunafeltz":"Schwaltzvalt";	set .@GID, getcastledata(getarg(0),1);	if (!.@GID) {		mes "[ "+.@str$+" Royal Edict ]";		mes "The Holy Kingdom of";		mes .@str$+" declares that";		mes "one has yet to claim lordship";		mes "over this stronghold. The one";		mes "that breaks the Emperium will";		mes "be recognized as its new owner.";		close;	}	if (getcharid(2) == .@GID && getarg(1,0)) {		mes "[ Ringing Voice ]";		mes "Courageous one,";		mes "do you wish to return";		mes "to your stronghold?";		next;		if(select("Return to the Stronghold:Cancel") == 1 && getcharid(2) == getcastledata(getarg(0),1)) {			if (compare(getarg(0),"arug")) {				if (getarg(0) == "arug_cas01") setarray .@i[0],67,193;				else if (getarg(0) == "arug_cas02") setarray .@i[0],43,256;				else setarray .@i[0],121,318;	// Castles 3,4,5 are identical.			}			else {				if (getarg(0) == "schg_cas02") setarray .@i[0],136,188;				else if (getarg(0) == "schg_cas03") setarray .@i[0],308,202;				else setarray .@i[0],120,290;	// Castles 1,4,5 are identical.			}			warp getarg(0),.@i[0],.@i[1];		}		close;	}	mes "[ "+.@str$+" Royal Edict ]";	mes "The Holy Kingdom of";	mes .@str$+" decrees that";	mes "this stronghold is owned";	mes "by the ^FF0000"+getguildname(.@GID)+"^000000 Guild.";	next;	mes "[ "+.@str$+" Royal Edict ]";	mes "^FF0000"+getguildmaster(.@GID)+"^000000 is";	mes "Guild Master of ^FF0000"+getguildname(.@GID)+"^000000.";	mes "Any that object must claim this";	mes "stronghold through strength of";	mes "steel and magic during the";	mes "appointed Guild Siege times.";	close;}// Treasure Room Switches//============================================================-	script	Switch#template	-1,{	mes " ";	mes "^3355FFWill you pull";	mes "this small lever?^000000";	next;	if(select("Pull Lever:Cancel") == 2) close;	if (compare(strnpcinfo(4),"arug")) {		if (strnpcinfo(4) == "arug_cas01") setarray .@i[0],121,357;		else if (strnpcinfo(4) == "arug_cas02") setarray .@i[0],387,323;		else setarray .@i[0],321,57;	// Castles 3,4,5 are identical.	}	else {		if (strnpcinfo(4) == "schg_cas02") setarray .@i[0],339,79;		else if (strnpcinfo(4) == "schg_cas03") setarray .@i[0],57,13;		else setarray .@i[0],275,244;	// Castles 1,4,5 are identical.	}	warp strnpcinfo(4),.@i[0],.@i[1];	close;}// Guild Dungeon Warps//============================================================-	script	Sunflower#template	-1,{	if (getcharid(2) == getcastledata(strnpcinfo(4),1)) {		mes "- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -";		next;		switch(select("Hold the stem.:Do nothing.")) {		case 1:			if (compare(strnpcinfo(4),"arug")) {				set .@map$,"arug_dun01";				setarray .@mapx[0],350,350,50, 50,200;				setarray .@mapy[0],350, 50,50,350,386;			}			else {				set .@map$,"schg_dun01";				setarray .@mapx[0],262, 94, 79,212,322;				setarray .@mapy[0],314,284,140, 70,166;			}			set .@i, atoi(charat(strnpcinfo(4),9))-1;			warp .@map$,.@mapx[.@i],.@mapy[.@i];			close;		case 2:			mes "It's too scary to touch unknown things.";			close;		}	}}

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Update: Looks like all my castles became active upon server restart. Is there anything else that I need to deactivate to totally turn off WoE aside from those in my first post?

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